Jolrael's Centaur
Untargetable in both directions: that is the riddle this card sets. Shroud, the Mirage-era version of untargetability that later split off into the cleaner hexproof, walls the body off from removal, but it also slams the door on your own pump and protection spells. The opponent can't point a Terror at it; neither can you point a green pump spell at it. That self-denial is the price of admission for a creature that simply cannot be answered by anything aimed at it. Flanking supplies the offense: any blocker without flanking shrinks when it stops this attacker, so the 2/2 reliably trades up or pushes chip damage through. The two keywords read like opposites in the rules text yet pull the same strategic direction, toward a creature built to live in the red zone and refuse to leave it. Centaurs ran as a green archer tribe through Mirage, and the design sits at the aggressive end of that line. What it preserves is a particular mid-90s view of combat math, when the interesting question about a creature was not what it did on entry but what happened when it fought, and the answer lived in keywords that argued with the blocking step rather than the stack.

